This question was posted last week under SLI, but I don’t think it was the correct location to post, so I’m going to try GPU computing.
I’m currently writing some code to work with UAV’s for order independent transparency.
I’ve noticed that binding the UAV’s in dx11 using OMSetRenderTargetsAndUnorderedAccessViews with SLI enabled and windowed mode on causes significant performance degradation.
Judging from the SLI developer documentation from 3 years ago, I am guessing that I have to clear the UAV’s to some magical value in order to prevent them being copied over the sli bridge?
I have tried clearing the uav’s to 0 and MAX_UINT but the performance problem remains.
Is there a magical value I have to clear the UAV’s to?
Is this a known dx11 SLI bug?
Will the developer team be issuing a new “best practices guide” for SLI and the new fermi class hardware?
Is there somewhere else I should be posting this?
2x GTX480 (258.96 driver release)
Intel 980x (Stock)
64bit windows 7